Code:
# * 2MenuLines ACE
#   Scripter : Kyonides Arkanthes
#   2021-03-16 - v. 1.0.0
# This script recreates RMMV's horizontal main menu.
class Window_MenuCommand
  @@last_command_symbol = nil
end
class HorzMenuCommandWindow < Window_MenuCommand
  def self.init_command_position() @@last_command_symbol = nil end
  def window_width() Graphics.width end
  def window_height() 72 end
  def col_max() 4 end
  def row_max() 2 end
end
class Window_HorzMenuStatus <  Window_MenuStatus
  def window_width() Graphics.width end
  def window_height() Graphics.height - 120 end
  def item_width() width / 2 - spacing end
  def item_height() (height - standard_padding * 2) / 2 end
  def col_max() 2 end
  def row_max() 2 end
  def item_rect(index)
    rect = super
    rect.x = index % row_max * (item_width + spacing - 8)
    rect.y = index / row_max * item_height
    rect.width += 16
    rect
  end
  def draw_item(index)
    a = $game_party.members[index]
    enabled = $game_party.battle_members.include?(a)
    rect = item_rect(index)
    rx = rect.x
    ry = rect.y
    lh = line_height + 2
    draw_item_background(index)
    draw_face(a.face_name, a.face_index, rx + 4, ry + 20, enabled)
    draw_actor_name(a, rx + 108, ry)
    draw_actor_level(a, rx + 108, ry + lh)
    draw_actor_class(a, rx + 108, ry + lh * 2)
    draw_actor_hp(a, rx + 108, ry + lh * 3)
    draw_actor_mp(a, rx + 108, ry + lh * 4)
  end
end
class MapNameWindow < Window_Base
  def initialize(mx, my)
    super(mx, my, 280, fitting_height(1))
    create_contents
    self.back_opacity = 160
    contents.draw_text(4, 0, width - 32, 24, $game_map.display_name, 1)
  end
end
class Scene_Map
  def call_menu
    Sound.play_ok
    SceneManager.call(Scene_Menu)
    HorzMenuCommandWindow.init_command_position
  end
end
class Scene_Menu
  def create_command_window
    @command_window = HorzMenuCommandWindow.new
    @command_window.set_handler(:item,      method(:command_item))
    @command_window.set_handler(:skill,     method(:command_personal))
    @command_window.set_handler(:equip,     method(:command_personal))
    @command_window.set_handler(:status,    method(:command_personal))
    @command_window.set_handler(:formation, method(:command_formation))
    @command_window.set_handler(:save,      method(:command_save))
    @command_window.set_handler(:game_end,  method(:command_game_end))
    @command_window.set_handler(:cancel,    method(:return_scene))
  end
  def create_status_window
    @map_window = MapNameWindow.new(0, @command_window.height)
    @gold_window.x = Graphics.width - @gold_window.width
    @gold_window.y = @command_window.height
    h = @command_window.height + @gold_window.height
    @status_window = Window_HorzMenuStatus.new(0, h)
  end
end